Towards the end of this video when sonic runs for the goal, it made me realise how much it just looks to work like a Special Zone from Sonic 2 and Sonic 3d Blast (Saturn Version) You're running forward at high speed collecting the rings and dodging obstacles. But this is where those older sonics had the upper hand, if you ran into a bomb, you weren't slowed down (much) but just lost rings. This made those stages thrillingly fast and challenging. In Sonic wildfire, these obsticles (and What the hell is with those robots?) bring the speed and action to a complete stand still, Thats the #1 thing that made my blood boil in SA!! Wild fire doesn't look to play or control much different from those special stages, coz again, you're running on a set track. You'd think that making a game play well thats 'on rails' would be a snap, take a look at nights into dreams. Blistering speed and stunning visuals, yet its all on rails and runs beautifully. Yeah Sega are still very 'Arcadey' but even their arcade games played easier than this. I think its only fair to compare it to virtua cop (again a set on rails actions game) But there's no problems with that. They way wildfire works would be like saying (in virtua cop) you mistakenly shoot a civilain but then the game stops until they've buried the body. Its as if Sonic team makes their games purposley so fast they are unplayable. And, what? 5 '3D' sonic later they still haven't learned anything. They're far to busy introducing new and pointless characters! I have an idea, why dont sonic team gather all the (dumb) characters they've invented, shove them all in one game, fill it with obsticles that kill all enjoyment, then base all the levels 2 miles in the air so that you can't go more than 3 minutes without plummiting to your characters pointless death. Oh wait, that was Sonic Heroes.
Dan.
EDIT: I've seen the trailer 3 times now and each time I see something more that annoys me
1. Ring count: Whats with the ring count 'pulse' animation? is it in case where you forget you ring count might be? (the same top left corner its been in for 15 years)
2. Running/Jumping Platforms: Sonic will run on a long stretch, then come to a (pointless) jump gap which nobody will make coz 3d sonics cannot be controlled, but they lay down trampolines where you were supposed to have jumped the gap, as if they know the player will fall every time, so why bother putting the obsticle there in the first place? The 'video game way' would be for to make that an alternate route, as in you've fallen so you'll go on a different and longer route, rewarding and encouraging you to make the jump next time.
3. Title Screen: How the title says "working title" but you know they wont bother to fix any of these bugs. Its done.
4. Wild Gauge: Reminds me far too much of 'Chaos Control' . Gaaagg!!!
5. Motion: Sonic still runs like a fool.
6. Enemies: the falling pillars are twice as dangerous as those robots!
7. erm: 5 minutes and 24 seconds into the video, Sonic in 3D at its best and how we all know it!
I really don't mean to be bitter here. Honest. I just still have an aching heard from SA1 and it hurts how they've made no effort to improve.
Dan.